using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace ZombieSurvival
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        Player player;

        KeyboardState currentKeyboardState;
        KeyboardState previousKeyboardState;

        SpriteFont font;
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            player = new Player();

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            WorldPosition worldPlayerPosistion = new WorldPosition(0, 0, 1);

            Vector2 playerPosition = new Vector2(GraphicsDevice.Viewport.TitleSafeArea.X,GraphicsDevice.Viewport.TitleSafeArea.Y+GraphicsDevice.Viewport.TitleSafeArea.Height/2);
            player.Initialize(Content.Load<Texture2D>("background"),playerPosition);


            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            previousKeyboardState = currentKeyboardState;
            currentKeyboardState = Keyboard.GetState();
            // TODO: Add your update logic here
            UpdatePlayer(gameTime);

            base.Update(gameTime);
        }

        private void UpdatePlayer(GameTime gameTime)
        {
            // Use the Keyboard
            if (currentKeyboardState.IsKeyDown(Keys.Left))
            {
                player.Move((int)Enums.Directions.W);
            }
            if (currentKeyboardState.IsKeyDown(Keys.Right))
            {
                player.Move((int)Enums.Directions.E);
            }
            if (currentKeyboardState.IsKeyDown(Keys.Up))
            {
                player.Move((int)Enums.Directions.N);
            }
            if (currentKeyboardState.IsKeyDown(Keys.Down))
            {
                player.Move((int)Enums.Directions.S);
            }
        }
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            spriteBatch.Begin();

            player.Draw(spriteBatch);

            spriteBatch.End();
            

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
